I think that last match was uneven, soft, worn. It's a shame you can only see at the start as I always forget. Generally I leave all those pitch and weather settings on random, at least that way I'm not picking a pitch that will be perfect for me.The drive was always there it's the pad physics that changed. That gives us the genuine ones.
I honestly don't know what pitches or skills these results are coming with but I have never seen anything like it and I have had moments where I'm desperate for a wicket
No not great to see. I think when people were asking for bat-pads as a mode of dismisal, they were referring to 1-2 an innings. As for the AI being ripped through, it almost seems like some beta testers are bowling to a plan that suits them, but gets the AI out for normalish scores, whilst others are searching for a way to maybe take wickets in a repeat-what-works method and they might be getting through the AI for a lot less. It's hard to say, but it seems that the AI is still readily exploitable for some, across a variety of batsmen who come to the crease.
Maybe those getting the teams out very cheaply could explain what's most commonly getting out the batsmen in a very specific manner. Bowler types, lengths, line, swing, spin, catching position (as if even those of us unable to play it didn't know most of the time), slider settings or not etc. Does it matter how set a batsman is, is initial AI confidence high enough for the top order? All sorts of things.
It really is seemingly getting to a time where these things might not be able to be tinkered with too much more unless there is some very specific info for BA to go on.
My bowling tactic is generally looking for an edge with pace bowlers, so moving away from the batsman with cutters and swinging balls. With spin, I just try and bowl outside off to spin it back in or on middle to turn it away. I used the default field setting for Very Attacking with the spinners (with a slip, short leg and possibly leg silp, can't remember which one). I used the bowling hud which probably makes timing easier, I'd prefer not to but I want to make sure I'm picking the right delivery.
I'd played around with some settings but I think it was actually to make bowling more difficult. I'd set it to hardest but I've reducing the timing settings to 0, about 70 for spin difficulty.
My only thought is that I've always found that batsmen are too weak, having played a lot of T20 I really struggled to score sixes or even get it over the fielders in the circle. So, it's possible that with increased strength they are clubbing the ball with greater force. These are all just best guesses.
I'm playing a game, like I said, with teams downloaded from the academy and that I haven't touched. I'd wanted to experiment with skills and mentalities before, now I want to see what happens without. Granted, now I'm playing with what someone else might think is right instead of what I think is right but I do know that I'd lowered skill settings somewhat. That being said the AI on those settings still scored heavily in limited overs games.
If anyone fancies a group experiment, have a go with the same teams/settings as me (I'm happy to try others if someone wants to suggest them). I'm playing a test match between NZ and SA at Wellington Park. These are teams done by @Llewelynf and/or @Fissionmailed with Jeetan Patel added to New Zealand and T De Bruyn added to South Africa. Line ups matching those from the last match between the two teams in real life. I'm playing Hard batting, Hardest bowling (modified to release window 0, foot window 0, spin difficulty 86) with bowling hud active and on Legend.
I'm New Zealand, batting first and 219 for 2 at tea on day one.